커뮤니케이션학 분야의 게임 연구 경향 분석
An analysis on the tendency of game research in the field of communication
- 주제(키워드) 게임 , 커뮤니케이션 , 경로의존
- 발행기관 서강대학교 일반대학원
- 지도교수 김균
- 발행년도 2010
- 학위수여년월 2010. 2
- 학위명 석사
- 학과 일반대학원 신문방송학과
- 실제URI http://www.dcollection.net/handler/sogang/000000046018
- 본문언어 한국어
- 저작권 서강대학교의 논문은 저작권에 의해 보호받습니다
초록/요약
본 연구의 목적은 커뮤니케이션학 분야에서 이루어져 온 게임 연구들이 어떠한 경향을 보이고 있는지를 살펴보고 이를 경로의존성이라는 측면에서 설명하고자 하는 것이다. 새로운 미디어 형식으로 주목받고 있는 게임에 대한 연구에서 커뮤니케이션학은 기존 연구경향을 크게 벗어나지 못한채 텍스트에 대한 분석과 수용에 대한 연구에 머무르고 있고, 이것은 학문적 공동체가 오랫동안 쌓아온 경로의존성에 의해 발생하는 것이다. 따라서 향후 게임 연구에 있어서 텍스트가 제공하는 구체적인 것이 무엇인지를 실질적인 텍스트에 기반하여 분석해야 하고, 축적된 텍스트 분석 자료들을 바탕으로 수용자와의 상호작용을 통해 생성되는 의미에 대해서 살펴보아야 한다.
more초록/요약
This study is aimed at examining tendency of game research conducted in the field of communication, and explaining the tendency in the aspect of path dependency. Researches on game are actively conducted in various fields. For example, economics regards game as a new growth engine in the industrial aspect, and educations sees it as a tool for learning doing researches focused on effective way of learning. However, game based on computer now goes beyond contents to a medium. Particularly, communications showed constant interests on the medium by actively conducting various game researches. Now, it is time for us to examine how much the researches related to games conducted in the field of communication are contributing to game research. Path dependency means a tendency that a path established on a certain direction has tendency of sustaining the direction. As time goes by, it becomes even harder or impossible to change the direction, which is the result of self-reinforcement. We can see path dependency in two aspects in game research in the field of communication. Communications community has showed path dependency by adopting similar approach constantly. In the course of defining film as an independent field of art in the early 20th century, they put an effort to find the original characteristics of film such as camera edit not dramatic factors. However, there is an entry barrier for communications to examine various aspects of game due to its engineering aspect. That is why communications has conducted researches in traditional ways, text analysis and audience research. It is very hard to change the tendency due to high conversion costs. Therefore game research should deal with as broad as possible sectors within text analysis and audience research. But there is another aspect of path dependency within text analysis and audience research, which is classified into the next four tendencies. First, most game researches are on narrative structure. Second, games, the subjects of the researches, are mostly of a certain genre or platform. Third, most researches have been conducted in negative point of view assuming passive audience in line with the existing media effect research conducted in communication. Fourth, the game researches failed to fully consider interaction between game and players. In conclusion, game researches conducted in communication field have failed to escape from the existing research tendency, and are lingering on text analysis and audience researches on game, the new form of medium, which is caused by the long-time path dependency in the communications community. Therefore, analysis of real text on what kind of specifications the text provides should be conducted, and the meaning of interaction between game and audience should also be studied based on accumulated text analysis materials.
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